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Showing 676 to 690 of 818 results Save | Export
Bloland, Harland G. – 1979
An analysis and comparison of two frames, "conventioneering" and "game," as experienced by convention goers is presented to provide a partial explanation of convention behavior and stress response. Many of the concepts discussed come directly from books by Erving Goffman. Frames are principles of organization that govern…
Descriptors: Administrators, College Faculty, Conference Reports, Conferences
Abt, Clark C. – 1970
The author explores the ways in which games can be used to instruct, inform, and educate. The first chapter discusses games in a general manner. The next five chapters present the use of games for improving education, for guidance in occupational choice and training, and for solving problems and decision making in physical and social sciences,…
Descriptors: Career Choice, Cost Effectiveness, Disadvantaged, Educational Games
Malik, Har G. S. – 1970
The hypotheses tested that (1) anxiety and (2) extraversion (exvia) would be negatively related to career making ability. Variables defined as contributing to anxiety included ego weakness, excitability, low superego strength, threat sensitivity and high ergic tension. Extraversion was considered the "general tendency to social interaction" with…
Descriptors: Anxiety, Career Choice, Career Development, Career Planning
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Rubin, Herbert J. – Simulation and Games, 1978
PARADIGM is a large-scale stochastic computer simulation of the flow of competing ideas through evolving groups. It is used to examine how different message characteristics influence the speed with which one idea overtakes another in popularity. PARADIGM is discussed in the context of changing ideas in an academic department. (CMV)
Descriptors: Adoption (Ideas), Attitude Change, College Faculty, Communication (Thought Transfer)
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Miller, Larry D. – Simulation and Games, 1978
Describes a modified values auction simulation game, reports on three levels of analysis employing actual classroom data (group, subgroup, and individual), and offers suggestions for utilizing values data in social research. (CMV)
Descriptors: Class Activities, Data Analysis, Decision Making, Educational Games
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Sharrock, W. W.; Watson, D. R. – System, 1985
Using the ethnomethodological and conversation-analytic perspectives, this study points out some directions for the sociological and linguistic analyses of simulation-games based on inspection of video-recordings of actual examples of second language learner game participation. (Author/SED)
Descriptors: Class Activities, Code Switching (Language), Discourse Analysis, Educational Games
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Bereiter, Carl – Educational Leadership, 1984
Condensing the teaching of cognitive strategies into a discrete instructional unit is self-defeating. Success in teaching thinking skills results when content objectives are contingent upon activities that also promote thinking and when thinking skills permeate the entire curriculum. (TE)
Descriptors: Critical Thinking, Curriculum Development, Educational Strategies, Elementary Secondary Education
Mealor, Jennifer H.; Mealor, W. Theodore – Mississippi Geographer, 1973
Values of games as teaching strategies are outlined. In the simulation described in this paper students assume certain roles, analyze information, and make decisions. This is an example of how gaming might be used in a problem solving situation in a high school or college classroom. (SM)
Descriptors: Class Activities, College Instruction, Decision Making, Educational Games
Blank, Deborah E. – Computing Teacher, 1982
Presents problem solving model based on "Pac Man," which is designed to help develop systematic, throughtful, and productive decision making skills. The model--including steps in problem solving process, suggested questions for teachers to ask students, anticipated student responses--and applications to new situations are discussed. Four…
Descriptors: Computer Assisted Instruction, Computer Programs, Decision Making, Elementary Secondary Education
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Hayes, Robert M. – Library Trends, 2003
Presents a brief summary of Cooperative Economic Game Theory, followed by a summary of specific measures identified by Nash, Shapley, and Harsanyi. Reviews contexts in which negotiation and cooperation among libraries is of special economic importance, and for two of these contexts-cooperative acquisitions and cooperative automation-illustrates…
Descriptors: Cooperative Programs, Decision Making, Economic Factors, Game Theory
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Pilkington, R. – Journal of Computer Assisted Learning, 1998
Discussion of the interaction between students and computers focuses on an evaluation of simulation-based learning with medical students in order to develop a framework for a dialog-based support system. It is based on a dialog analysis that employs transactional analysis and logical dialog game theory. (Author/LRW)
Descriptors: Computer Assisted Instruction, Computer Simulation, Game Theory, Higher Education
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Pitt, M. J. – Teaching in Higher Education, 2000
Application of game theory to small-group project evaluation in higher education instruction finds that the best strategy for students wishing high grades may not be a strategy that promotes teamwork and cooperation. Suggests that putting students into groups may randomly disadvantage some students relative to others, producing serious unfairness…
Descriptors: College Instruction, Equal Education, Game Theory, Grading
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Kuwabara, Ko – Social Forces, 2005
This article extends Simpson's (2003) research on sex differences in social dilemmas. To test the hypotheses that men defect in response to greed and women to fear, Simpson created Fear and Greed Dilemmas, but experiments using these games supported the greed hypothesis only. In this article I focus on why the fear hypothesis failed and suggest…
Descriptors: Fear, Gender Differences, Hypothesis Testing, Demonstration Programs
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Gee, J. P. – Innovate: Journal of Online Education, 2005
A good instructional game, like many good commercial games, should be built around what the author calls "authentic professionalism." In such games, skills, knowledge, and values are distributed between the virtual characters and the real-world player in a way that allows the player to experience first-hand how members of that profession think,…
Descriptors: Learning Theories, Video Games, Cognitive Psychology, Video Technology
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Gee, James Paul – E-Learning, 2005
This article asks how good video and computer game designers manage to get new players to learn long, complex and difficult games. The short answer is that designers of good games have hit on excellent methods for getting people to learn and to enjoy learning. The longer answer is more complex. Integral to this answer are the good principles of…
Descriptors: Video Games, Educational Games, Educational Principles, Computer System Design
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